
Kai Moon
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Female Skulls not Counting for Kill Skuls Badge
Kai Moon replied to Derek Icelord's topic in Bug Reports
I noticed the same yesterday, and tested to confirm. Many of the new Issue 24 Skull types weren't added to the lists for badge credit. Asterisks below are the results that don't seem right. Evidence: Local SCoRE server test https://www.youtube.com/watch?v=r_KLHgeoVAQ Homecoming test https://www.youtube.com/watch?v=umj4ietw_TU Actual results: Old minions (chopper, slugger, brawler, slicer, slammer): Males count, females don't* New minions (striker, assailant): Males and females count Quantum minion: Doesn't count* Old LTs (buckshot, gunner): Males count, females don't* New LT (soldier): Males and females count Quantum LT: Doesn't count* Special LT (hostage in Dr. Graves arc): Doesn't count Old boss (daddy): Counts for both badges New bosses (doll, walker): Count for both badges Quantum boss: Doesn't count* Special boss (Bonebreaker in Sondra Costel arc): Doesn't count* New AVs (Chernobog, Morana, Veles): Don't count* Pets (Grave Knight, etc.): Don't count Expected results: Based on badge descriptions, I'd expect the female chopper/slugger/brawler/slicer/slammer/buckshot/gunner, the quantums, Bonebreaker, and the AVs to be on the list for Kill Skuls. I'd also expect the quantum boss, Bonebreaker, and the AVs to be on the list for Bonecrusher. Edit: Added Bonebreaker info, see below post -
Outleveling has nothing to do with the bug I've described. For these contacts, even if you complete every single mission they offer, you will not reach the max CXP.
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One caveat, exploration badge award coords can be different from the visible plaque coords. So far, I've only seen any differences in Praetorian zones: Ambitious, Citizen Cole, Guardians of Justice, Tiberian Overseer. In normal play, this doesn't matter. The visible plaque is within the award radius, just not at the center. But depending on the application, this might be something to keep in mind. Edit: Most extreme example, you don't get Citizen Cole badge where I'm standing. The badge award is centered on the pool, not the plaque.
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1. Fareed Abdullah 2. Guy Denson 3. Mark Freeman 4. Tom Bowden These four contacts require 70 CXP to reach max relationship, but their missions award a total of 65 CXP. It is not possible to reach 70 CXP with these contacts, even with Ouro. Changing their relationship thresholds from 10/50/70 to (for example) 10/40/60 would make it possible to max their relationships. 5. Special Agent Jenni Adair This contact requires 40 CXP to reach max relationship, but her story arc awards a total of 30 CXP. Completing her arc, whether live or in Ouro, leaves a player 10 CXP short. Changing her relationship thresholds from 10/30/40 to (for example) 10/20/30 would match her relationship progress to her story arc.
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I have Achilles Heel proc in Weaken Resolve. When it procs, I see "You reduce your targets damage resistance temporarily" 8 times per proc.
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resolved [FIXED] Issue 27 gave low level Vahzilok high level resistances
Kai Moon replied to Kai Moon's topic in Bug Reports
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Issue 27 patch notes included "some additional tweaks for the higher levels" of Vahzilok. Issue 27 appears to have unintentionally impacted low level Vahzilok as well. Before issue 27, cadavers, embalmed cadavers, abominations, diseased abominations, and embalmed abominations had: 30% smashing resist -30% lethal resist (vulnerability) 20% toxic resist Now they have:
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issue 27 Patch Notes for April 20th, 2021 - Issue 27, Page 2
Kai Moon replied to Jimmy's topic in Patch Notes Discussion
Does this mean someone had to write tips for 400+ explore badges in the game? Wow. -
Field Medic adds a 25% global boost to heals. This boosts Aid Self and the heal portion of Regeneration - Dull Pain as expected, but does not boost Regeneration - Reconstruction, at least not for Scrapper.
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How about a new enemy flag, where certain flagged targets are instantly defeated if their endurance goes to 0? It'd be a fun alternative for getting rid of e.g. force field doors, destructible glowies, and other targetable objects. It could even be a special thematic weakness on certain enemies. For instance, incorporeal enemies might dissipate, electronic enemies might shut down when out of energy. Wouldn't necessarily be overpowered, either, since the enemies would be unable to attack anyway. (Hat tip to Final Fantasy VI, which probably gave me this idea subconsciously.)
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Combat Training: Offensive unslotted, brawl has 82.5% chance to hit even level Combat Training: Offensive with 3 acc IOs, brawl has 82.5% chance to hit even level This means players can spend slots and enhancements on the power, but they do nothing whatsoever. Possible fixes: Make Combat Training: Offensive unslottable and unable to add slots to, or give it some enhanceable effect.
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Homecoming updated Ice Armor's Hoarfrost icon from the old "generic resist" symbol (IceArmor_Hoarfrost) to a new "max hp" symbol (IceArmor_HP) for brutes, scrappers, and sentinels. The stalker and tanker versions of Ice Armor still use the old icon, however. The versions of Hoarfrost in Mastermind Chill Mastery, Blaster Cold Mastery, and Dominator Ice Mastery also still use the old icon.
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Back with fridge inspiration. Since we already have anniversary badges Torchbearer, Indomitable, Everlasting, and Excelsior!, how about: Reunited
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Scrapper Kinetic Melee Confront uses the same icon as the Brute/Tanker multi-target Taunt, KineticAttack_Taunt, but a more suitable icon KineticAttack_Confront exists in the base game piggs. Kinetic Melee Confront also has the same short description as multi-target Taunts, "Ranged (Targeted AoE), Foe Taunt", but it is single-target and should be "Ranged, Foe Taunt" like other Confronts.
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OK, serious suggestion Debutant ♂️/Debutante ♀️
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Although it's been this way forever, the Synapse TF has never had anything to do with Vahzilok. More likely, the dev who mixed up Vahz and BP in the original description for this badge also mixed up Positron and Synapse TFs. Suggestion: Award Abomination with Dam Hero badge, Positron's Ally/Positron's Betrayer badge, or Dr. Vahzilok defeat instead.
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Discussion: Improvements to the Warriors
Kai Moon replied to Piecemeal's topic in Developer's Corner
As I write this, another level 20-29 enemy design, the Zoombie, has gone back to the drawing board, again. For all the tweaks and reworks, are Zoombies interesting, beyond solo badgers, to the player base in general? Quantifiably, no. Never a peep about that arc on /lfg. There's no interest. Given those circumstances, I'm skeptical of retuning existing level 20-29 content. Nobody wants it to end with Warriors becoming like Zoombies - content to either skip or solo, because subjecting mid-level randos from /lfg to it would be rude. Here's how to avoid that. * DO go for cosmetic reworks. The old default weapons look just as low-poly and monochrome on Warriors as they do on us. * DON'T make new costume parts NPC only. NPCs may be the fully voice acted stars of certain MMOs, but player designs should come first on CoH. * DO keep Warriors under level 30 strictly smashing/lethal with limited ranged attacks. Some defense sets don't get the tools to deal with anything else until higher levels. * DON'T power creep existing content. Warrior arcs are tuned about right for level 20-29. Easier than Yin and Citadel, fewer reward merits. * DO add new smashing+lethal melee powers for variety. Spears in particular would be mechanically and thematically on point. (Tee hee.) * DON'T add defense powers to NPCs. They don't make the gameplay more challenging. They just make us press the same buttons more times. -
In-game help says players can use /gladiators to access the "Build Your Gladiator Team" window, but this slash command appears to have never been implemented. The "Build Your Gladiator Team" window can only be accessed through arena kiosks.
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In uiTarget.c, getConningColor() compares level and rank, capped at diff=4 (purple). This gives a player running +4 notoriety less UI information about targets; almost every target is purple, regardless of rank. Adjusting plvl by adding the player's notoriety level, or some other optional player-chosen value, would give some players a more useful UI. For example, a level 50 player with a +4 adjustment would see level 54 minions as white, level 54 LTs as yellow, level 54 bosses as orange, etc.
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Dragon Blue Ink Man defeats do not award Ink Man badge
Kai Moon replied to Kai Moon's topic in Bug Reports
There is no separate Tsoo group for Siren's Call. It's the same mobs used in St. Martial, and this bug affects both zones. -
Defeating Dragon Blue Ink Man minions in the level 15-40 Tsoo villain group does not award progress toward the Ink Man gladiator badge. (Note: All other Blue Ink Man minions correctly award progress. Checked level 30-40 Eagle, Serpent, and Tiger Blue Ink Man minions, and all Blue Ink Man minions in the level 50-54 Tsoo villain group.) Steps to reproduce 1. Have a level 20+ character without the Ink Man badge 2. Go to Siren's Call or St. Martial 3. Observe Ink Man badge progress under Gladiator badges 4. Find and defeat Dragon Blue Ink Man minions (but not Eagle, Serpent, or Tiger) 5. Observe Ink Man badge progress under Gladiator badges Expected results Each Dragon Blue Ink Man defeat adds 1 to the Ink Man badge progress bar. Actual results Dragon Blue Ink Man defeats do not affect the Ink Man badge progress bar.
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If a target is hit by Transfusion, but is defeated immediately afterward, Transfusion's visual and sound effects play, but there's no healing. Steps to reproduce 1. Log in a high level character with Will Domination and Transfusion. 2. Stand next to a solo Hellions lieutenant in Prometheus Park, Atlas Park. 3. Target the Hellions lieutenant. 4. Use Will Domination, and immediately queue Transfusion while Will Domination is activating. 5. Make sure both powers hit. If either power missed, try again from step 2. Expected result Transfusion hits the target, then Will Domination defeats the target while Transfusion is animating. Transfusion's AoE heal still occurs, same as old pseudopet mechanics. Actual result Transfusion hits the target, then Will Domination defeats the target while Transfusion is animating. Transfusion's AoE heal visual and sound effects play, but no healing occurs. See screenshot.
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It's not in the patch notes, but issue 27 fixes a bug with shriek and psionic dart. The alternate power customizations no longer hold the animation like the third act of a shonen anime. Forum mods: I think the following Bug Reports threads can be safely closed. https://forums.homecomingservers.com/topic/15548-psionic-dart-for-blasters-animation-time-increased-after-218 https://forums.homecomingservers.com/topic/15557-experiencing-heavy-lag-on-some-abilities-broadband-testing-report https://forums.homecomingservers.com/topic/15564-psionic-dart-cast-time-bugged https://forums.homecomingservers.com/topic/18463-sentinel-sonic-attack https://forums.homecomingservers.com/topic/18634-sonic-blast-alternative-animations-have-longer-cast-time https://forums.homecomingservers.com/topic/19182-psionic-dart-alternate-animation https://forums.homecomingservers.com/topic/19939-shriek-alternate-animation-adds-2-sec-cast-time https://forums.homecomingservers.com/topic/21849-sonic-attackshriek-alternate-animation-lock
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Summary: Completing an Independence Port safeguard or mayhem on a level 25+ character for the first time grants the temporary power Movement Increase. This power is described as a straight movement speed buff, but is applying strength buffs instead. Steps to reproduce: 1. Use a character who is level 25 or higher and who has not yet completed an Independence Port safeguard or mayhem. 2. Complete an Independence Port safeguard or mayhem for the first time. 3. In the power tray, under Temporary Powers, examine the description and details for Movement Increase. 4. In Combat Attributes, under Movement, examine the listed buffs. Expected results: Movement Increase is described as a movement speed buff, and its details are consistent with that. Movement Increase is listed as movement speed buffs in Combat Attributes. Actual results: Movement Increase is described as a movement speed buff, but its details show strength buffs instead. Movement Increase is not listed as movement speed buffs in Combat Attributes, and instead increases Swift, Hurdle, etc. Possible fix: Change Movement Increase from strength buffs to straight buffs.
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General Feedback: Issue 27, Page 1
Kai Moon replied to Jimmy's topic in [Open Beta] Focused Feedback
Possible missing bug fix note: the long delay on Psionic Dart (specifically Psi Dart's alternate power customization animation, as well as other powers with the same animation) appears to be fixed now on the beta server.